_ai (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_chanceSkills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_disabledSkills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_event (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
_fusionSkill (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isDisarmed (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isInvul (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isMarked (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isMoving (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isTeleporting (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_itemActiveSkill (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
_knownList (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_log (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | static |
_move (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_showSummonAnimation (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skillCast (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skillCast2 (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_startLoc (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_stat (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_status (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_title (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_zoneValidateCounter (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
abortAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
abortCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addAttackerToAttackByList(L2Character player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addChanceEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addChanceSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addEffect(L2Effect newEffect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
addExpAndSp(long addToExp, int addToSp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addNotifyQuestOfDeath(QuestState qs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addSkill(L2Skill newSkill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFunc(Func f) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFuncs(Func[] funcs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFuncs(Iterable< Func > funcs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addTimeStamp(int skill, int reuse) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
breakAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
breakCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastFullInfo() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastFullInfoImpl() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
broadcastPacket(L2GameServerPacket mov) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastPacket(L2GameServerPacket mov, int radiusInKnownlist) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastStatusUpdate() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastStatusUpdateImpl() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcHeading(int x_dest, int y_dest) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcHeading(Location dest) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcStat(Stats stat, double init, L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calculateReuseTime(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calculateRewards(L2Character killer) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
callSkill(L2Skill skill, L2Character... targets) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
canAbortCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
charIsGM() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
checkAndEquipArrows() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
checkIfPvP(L2Character target) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
currentZones() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
decayMe() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
destroyItem(String process, int objectId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
destroyItemByItemId(String process, int itemId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableCoreAI(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableSkill(int skillId, long delay) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doAttack(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
doCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doDie(L2Character killer) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
doRevive() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doRevive(double revivePower) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doSimultaneousCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
EMPTY_ARRAY (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | static |
enableAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
enableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
finishMovement() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
firstSpawn() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
forceIsCasting(int newSkillCastEndTick) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAbnormalEffect() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAccuracy() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getActingPlayer(L2Object obj) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlinestatic |
getActingPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getActingSummon(L2Object obj) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlinestatic |
getActingSummon() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getActiveWeaponInstance() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
getActiveWeaponItem() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
getAI() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAIAccessor() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAllEffects() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getArmourExpertisePenalty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackByList() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackEndTime() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackingBodyPart() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackingChar() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getBowReuse(double reuse) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getBuffCount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCalculators() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getChanceSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCharacter() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getCharmOfLuck() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
getColHeight() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getColRadius() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCON() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCriticalDmg(L2Character target, double init) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentCp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentHp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentHpPercents() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentMp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentMpPercents() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDanceCount(boolean dances, boolean songs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDEX() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistance(int x, int y) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistance(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistanceSq(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getEvasionRate(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFirstEffect(int index) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFirstEffect(L2EffectType tp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFirstEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFusionSkill() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHeading() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHeadingTo(L2Character target, boolean toChar) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHealLimit() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getInfoPacket() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getINT() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getInventory() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getInventoryLimit() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getKnownList() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
getKnownSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getL2ClassShortName() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getLastCriticalDmg() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastHealAmount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastKnowUpdate() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastSimultaneousSkillCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLevel() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
getLevelMod() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getListeners() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLoc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getMagicalAttackRange(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMAtk(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMAtkSpd() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMAtkSps(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxBuffCount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxCp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxHp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxMp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMDef(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMEN() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getName() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getNotifyQuestOfDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getNpc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getParty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPAtk(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPAtkSpd() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPDef(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPet() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPhysicalAttackRange() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlanDistanceSq(int x, int y) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlanDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlayable() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPoly() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPosition() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPrimaryKey() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getProtectionBlessing() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
getPvpFlagLasts() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getRandomDamage(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getRangeToTarget(L2Object par) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getRunSpeed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSecondaryWeaponInstance() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
getSecondaryWeaponItem() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
getShldDef() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSkillLevel(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getStat() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
getStatus() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSTR() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTargetId() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTeam() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTemplate() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTitle() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWalkSpeed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWeaponExpertisePenalty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWIT() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWorldRegion() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getX() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getXdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getY() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getYdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZ() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getZdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZone(String type) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZones() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
hasAI() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
hasSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
HEADINGS_IN_PI (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | static |
initCharStatusUpdateValues() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
isAfraid() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAlikeDead() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAllow(EffectTemplate effect, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAllSkillsDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena1x1() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena2x2() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena4x4() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena9x9() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArenaAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArenaProtection() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackable() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
isAttackAborted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackingDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackingNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAutoAttackable(L2Character attacker) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isBehind(L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBehindTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBetrayed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBlessedByNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCastingNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCastingSimultaneouslyNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isChampion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCharacter() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isConfused() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCoreAIDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isDead() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isDisarmed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFacing(L2Object target, int maxAngle) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFakeDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFalling(boolean falling, int fallHeight) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFallsdown() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFlying() | com.premium.game.model.actor.L2Character | inline |
isGM() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
isGrandBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isImmobilized() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInActiveRegion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInArenaEvent() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInCombat() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFrontOf(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFrontOfTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFunEvent() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isInParty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsidePeaceZone(L2Object attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlinestatic |
isInsidePeaceZone(L2PcInstance attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlinestatic |
isInsidePeaceZone(L2PcInstance attacker) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(int x, int y, int radius, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideZone(byte zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideZone(String zoneType) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInvul() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInWater() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInWorld() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isItem() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isLuckByNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMovementDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMoving() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isNoblesseBlessed() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
isNpc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isOnGeodataPath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isOutOfControl() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isOverloaded() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isParalyzed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPendingRevive() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPetrified() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPhoenixBlessed() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
isPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPhysicalMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPlayable() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isPreventedFromReceivingBuffs() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaid() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaidBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaidMinion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRiding() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRooted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isShowSummonAnimation() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSilentMoving() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
isSkillDisabled(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSleeping() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isStunned() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isTeleporting() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isUndead() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isUsingDualWeapon() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isVisible() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
L2Character(int objectId, L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
L2Object(int objectId) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlineprotected |
L2Playable(int objectId, L2CharTemplate template) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
lastPosition (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
listeners (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
makeStatusUpdate(int... paramVarArgs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
moveToLocation(int x, int y, int z, int offset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
moveToNextRoutePoint() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
mustFallDownOnDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
needHpUpdate(int barPixels) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
onAction(L2PcInstance player) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
onActionShift(L2PcInstance player) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
onDecay() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onEffectFinished(L2Character effected, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onExitChanceEffect() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onForcedAttack(L2PcInstance player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
onMagicFinalizer(L2Skill skill, L2Object target, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onMagicHitTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onMagicLaunchedTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onSpawn() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onTeleported() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceArrowCount(boolean bolts) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
reduceCurrentHp(double i, L2Character attacker) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, boolean awake) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, boolean awake, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHpByDamOverTime(double i, L2Character attacker, boolean awake, int period) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentMp(double i) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentMpByDamOverTime(double i, int period) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
refreshSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
removeChanceEffect(int id) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeChanceSkill(int id) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeEffect(L2Effect effect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
removeNotifyQuestOfDeath(QuestState st) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(int skillId, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(L2Skill skill, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeStatsOwner(FuncOwner owner) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeTimeStamp(int skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reset() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
returnHome() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
revalidateZone(boolean force) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
seeSpell(L2PcInstance caster, L2Object target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendAvoidMessage(L2Character attacker) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
sendMessage(String message) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendPacket(L2GameServerPacket gsp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendPacket(SystemMessageId sm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAI(L2CharacterAI newAI) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena1x1(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena2x2(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena4x4(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena9x9(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArenaAttack(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArenaProtection(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAttackingBodypart() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAttackingChar(L2Character player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setChampion(boolean champ) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCharmOfLuck(boolean value) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
setCriticalDmg(boolean par) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCurrentHp(double newHp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCurrentHpMp(double newHp, double newMp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setFusionSkill(FusionSkill fb) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setHeading(int heading) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setHealLimit(int power) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setInArenaEvent(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setInsideZone(L2Zone zone, byte zoneType, boolean state) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsAfraid(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBetrayed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBlessedByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBoss(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsCastingNow(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsCastingSimultaneouslyNow(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsConfused(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsDead(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsDisarmed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFakeDeath(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFallsdown(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFlying(final boolean mode) | com.premium.game.model.actor.L2Character | inline |
setIsGrandBoss(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsImmobileUntilAttacked(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsImmobilized(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsInvul(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsLuckByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsNoblesseBlessed(boolean value) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
setIsOverloaded(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsParalyzed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPendingRevive(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPetrified(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPhoenixBlessed(boolean value) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
setIsPhysicalAttackMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPhysicalMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRaid(boolean isRaid) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRaidMinion(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRooted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRunning(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsSleeping(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsStunned(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsTeleporting(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setKnowAsUpdated(long time) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setKnownList(CharKnownList value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setLastHealAmount(int hp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setLastSimultaneousSkillCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setName(String name) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
setPreventedFromReceivingBuffs(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setProtectionBlessing(boolean value) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
setPvpFlagLasts(long time) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setRunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setShowSummonAnimation(boolean showSummonAnimation) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setSilentMoving(boolean flag) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
setSkillCast(Future<?> newSkillCast) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setTarget(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setTeam(int team) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setTemplate(L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
setTitle(String value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setWalking() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setXYZ(int x, int y, int z) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
spawnMe() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
spawnMe(int x, int y, int z) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
spawnMe(int x, int y, int z, boolean firstspawn) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
startAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startBetray() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startCharmOfLuck() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
startConfused() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFakeDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFear() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFusionSkill(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startLuckNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startNoblesseBlessing() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
startParalyze() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startPhoenixBlessing() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
startPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startPhysicalMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startProtectionBlessing() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
startPvPFlag() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startRooted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startSleeping() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startStunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAllEffects() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAllEffectsExceptThoseThatLastThroughDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopBetray() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopCharmOfLuck(L2Effect effect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
stopConfused(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopEffects(L2EffectType type) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopFakeDeath(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopFear(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopImmobileUntilAttacked(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopLuckNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove(L2CharPosition pos) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove(L2CharPosition pos, boolean updateKnownObjects) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopNoblesseBlessing(L2Effect effect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
stopParalyze(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopPhoenixBlessing(L2Effect effect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
stopPhysicalAttackMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopPhysicalMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopProtectionBlessing(L2Effect effect) (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
stopPvPFlag() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopRooting(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopSkillEffects(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopSleeping(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopStunning(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(int x, int y, int z, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(Location loc, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(TeleportWhereType teleportWhere) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
toggleVisible() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
toString() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
updateAbnormalEffect() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
updateEffectIcons() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | inline |
updateEffectIconsImpl() (defined in com.premium.game.model.actor.L2Playable) | com.premium.game.model.actor.L2Playable | |
updateInvisibilityStatus() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
updatePosition(int gameTicks) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
updatePvPFlag(int value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
validateMovementHeading(int heading) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
ZoneEnter(L2Zone zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
ZoneLeave(L2Zone zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |